Holy crap finally
The broken Kiai Yuii- were mentioning is more critical and problematic. :/Wafu wrote:
Unfortunately, there are some issues that should be definitely fixed:
- .osz is 32MB of file size, which is more than allowed 30MB Not sure if that matters for Marathon maps.
- Beatmap does have 2 .osb files, whilst only one is used That doesn't matter as long it doesn't overlap anything.
- Not that critical, but pokemon tag is completely useless as it is in romanized title already. Tags are for searching, eventually for names, duplicates don't make any sense or effect. People rarely search "Pokémon" but "pokemon" because it's easier. The tag is necessary.
Everything fixed where I didn't write anything, except for the submission bug (I hope it'll works after rerank)Wafu wrote:
Unfortunately, there are some issues that should be definitely fixed:
- .osz is 32MB of file size, which is more than allowed 30MB Since it's a guideline on the ranking criteria, it's not needed, so no changes
- Beatmap does have 2 .osb files, whilst only one is used
- Please note that soft-hitclap does have terrible quality, respectively it is 128kbps mp3. This is more recognizable than whole song being 128kbps, because it somewhat mixes all frequencies in the song, but in case of single sound, it distorts the sound pretty much (for some overview, PCM is usually 1411kbps) Not needed
- Not that critical, but pokemon tag is completely useless as it is in romanized title already. Tags are for searching, eventually for names, duplicates don't make any sense or effect.
- 06:48:834 - Inherited point does have inconsistent settings with red point below it (only SV is allowed to be changed, but volume must be the same to prevent bugs). Additionally it is doing nothing at all, it is here just as a duplicate that doesn't have any effect on further parts.
- 17:38:377 - Same case as above, the inherited point does have inconsistent settings with the timing point on the same time, but it doesn't even change SV, so it is useless as well.
- 18:30:387 - Same as above, no reason why would it have inconsistent settings or why should inherited point even be there. Regular timing point can have kiai as well.
- 20:33:047 - The inherited point doesn't even make sense. It firstly is wrong from aspects I described above. Second issue is that this doesn't even afflict any of objects, because there is next inherited point right after it.
- 20:33:047 - Same case, it is duplicate, the kiai should be on the timing point instead of inherited, which is completely useless here. Also are you sure the new timing point was needed? 1ms change doesn't seem intended.
- 20:33:047 - Does make no sense at all. Simple duplicate which does have no effect.
- Also, thing that you don't notice everytime. There is submission bug, the map requires update after download, which shouldn't happen. (I personally experienced that map I qualified must had been DQed and re-updated to fix that.
EDIT² : Added finish hitsounds at 24:14:467 - and for 25:39:133 - 25:39:467 - 25:40:133 - 25:41:467 -xtrem3x wrote:
Tags: Nintendo, GameFreak, GB,GBA,DS,3DS, Pocket Monster, Pikachu Family, hapinano, はぴぶろぐ, ポケモン! きみにきめた!
Added Nintendo, GameFreak, GB, GBA (the 2 original games aren't on DS/3DS), hapinano
Yuii- wrote:
Let's continue with this, then.
soft-hitclap.mp3 is NOT a .wav file and also has a 4~5ms delay which is unrankable. You really want to fix that.
soft-hitwhistle3.wav has 1ms delay that can be fixable (though this is something very minor).
06:43:134 (1) - Isn't snapped correctly (I think). Nope, I checked it in the .osu file and they're both at 403134 ms
09:40:462 - This break is way too long and uncomfortable, maybe you can add some well built triplets on 09:54:176 - . The problem is that the timing is hard to guess for the triplets here, and I think it's also good at the moment, you take the time to listen the lullaby
23:24:030 - This part should be mapped because you already have a pause that can be added on 23:46:366 - .
Timed !Baraatje123 wrote:
ON ething before rebub
There needs to be proper timing in Miku's Jiggly part
140 is completely out of sync
Even though you don't map it, breaks need to be timed properly
I would do it for you, but my PC litterally froze due to 6k objects and man ytiming points, so I can't really help ;w;
Call me when you have correct timing
I found the timing, but I still think it shouldn't be mapped, it's just some triplet, there's no sound or anything behind those, I think it's like something to make you wake up after the lullaby, and if I map the triplets, a part of the mapping would be on the lullaby. So no change here ! (except the timing like said above)Yuii- wrote:
09:40:462 - This break is way too long and uncomfortable, maybe you can add some well built triplets on 09:54:176 - .
Baraatje123 wrote:
p/4625118Zak wrote:
So I should probably just throw this out there that when you reach a certain amount of score you start getting negative score and I don't know the exact score it triggers but I think it'll be reached on ctb as it's a bit over 2 billion and a no mod SS is worth around 2.1 billion according to the editor, might be worth discussing with someone on the dev team.
So unrankable because of score?Wafu wrote:
p/4625118Zak wrote:
So I should probably just throw this out there that when you reach a certain amount of score you start getting negative score and I don't know the exact score it triggers but I think it'll be reached on ctb as it's a bit over 2 billion and a no mod SS is worth around 2.1 billion according to the editor, might be worth discussing with someone on the dev team.
Ah ok! Good luck!Zak wrote:
We've been bringing attention to the issue so hopefully sometime soon it'll get fixed
I think that depends on if this game is written in 32-bit Java.Musty wrote:
i think it's safe because it you go with one mod, it goes theorically above 2,147,483,647, though it is still above no mod SS
though if you're doing multi mods, i am not sure if it's still the case..
edit: shit i just realised i was not updated while testing.. FailFish
Osu is written in C#Knuffeldraak wrote:
I think that depends on if this game is written in 32-bit Java.Musty wrote:
i think it's safe because it you go with one mod, it goes theorically above 2,147,483,647, though it is still above no mod SS
though if you're doing multi mods, i am not sure if it's still the case..
edit: shit i just realised i was not updated while testing.. FailFish
Gabe wrote:
when is it getting qualified ):